100%(10)100% found this document useful (10 votes) 3K views301 pagesHunter The Reckoning
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content,
claim it here.
Available Formats
Download as PDF or read online on Scribd
+
> & @
wd Forward Redrow Stop FrBdtt Homepage History Printing Save Profrenoos
aS
at aa
That was the first thing they said to me, the first time I was “contacted.” In that moment a horrendous
eeu eum Re me Lae
COR ee eee on Ue
society made — that there was nothing to fear, that everything would be okay — were a lie.
What happened to me? What am I talking about? It all comes down to this: Monsters are real. They
Oa
Peron CRU Uk ea
COR eee Te ea eke Wee ee om a
Peon a Cee eeu En ale eu Cee og
your bed or outside your window, you were right to be scared. They were there, watching, waiting. As we
Cee a CEE eee re Oe UC
creatures prowled the night. They do.
| don't expect you to believe me. Most people who visit his site write me off as a crackpot. That's fine;
they couldn't understand if they tried. Their minds’ own defenses and the influences that have been
eee une unaed a Rnt eu eC eae
eee i mee eke cu ee
Den chose ecu ete Ce or)
Reese eee eis gt eee ea Cu sm
aT eg
Cee eS re ae oR a
Sue ne O ern Cee etre gos ee ce)
corpse, a shambling man-beast, a person you know to be dead, or some kind of spirit clinging to an
unwitting person's body. They hide or stroll amongus, unnoticed by everyone. They pick and choose who
to kill and who to spare, who to save for later and who to devour now, and we have — or had —no idea
Ree cue eee ek ee
won't listen. They refuse to believe us. And then, there they go, off to their doom.
Let me guess: Your family wonders what's wrong with you; you're “agitated,” “freaking out.” Co-
Pee een Cm come Mee ead
oe Na eee meat meet atu eh a a
Re eet cu Cnc Re Rn a ee OC oe
assault, disturbing the peace or on weapons charges. Not even the police believe your stories, what your
Reno um Reuse ees Re
ae ee?
ed+
Internet Browser: Hunter-Net - Home Page
>OSQoaan
Backward Fe iop FYE Homepage Hisioy Pentng
Be Uae eet aR
right all along. You're not insane. There are others like you. You've found us. The bad partis, being sane
and right means that everything you've witnessed, everything you've feared, is real. Monsters exist.
Tue ImBuep
There are others of us out here. We've all struggled with the horrifying visions and incomprehensible
realities that you face. We've all had to come to grips with what we know, what we've witnessed and what
we've become. I created this site in an effort to exorcise my own demons, to find a catharsis, but to also
eee eee eee msn eee ecco
for answers to what's real in the world — how its that we've lived our entire lives ignorant of the fact that
CC eon eR)
ete neues
Pee Petes Ue
‘Tis website and its lst are intended as means Sali el AA ll
for helping the imbued come to terms with them. Naa lala
Se oe Cad Not long ago you were perfectly normal. Your
to help people with our condition to understand life carried on as it always had. Times could be
Se ee tts ace een kes em ee eee Ea
Youmay have come here forthe firs time, desper- Pe mn ao
Peete gee a te nee ar ne nner tara
now. Or you may have come here forthe frst time everyone on this forum has reported events along
irenices/ Selena aula these lines: A voice entered your head. It sounded
a 4 seals 7 ee like your own, or maybe like the Word of God itself.
Serene MCRL SC a taka
Seem Co eee na oem cl al alk TN ae al Sa
Pee Ree a ey right before your eyes. The message was mysteri-
a Se ous but emphatic: “DO NOT SUFFER IT TO LIVE.”
included, leas who or where you are, and no one SPN re Che na SoN
Seer erie cts AND ALLWILLFIND SALVATION.’ Or, in my case,
en ee Sn ey ON a na eC
Poe eae es seen een ee eee econ tT)
ais eaaegla ean ECTaa Nabe Rese ecu ena hg ene an
However, understand this: They could be TB which terible things appeared and happened. Or
oie Botti enn ninco.
aj pein he gina terre 4 Sr ne Geared
Ce ae a ee eee Ee Ree een eo
simply lurk, as they do inal other things, and wait Reve
for signs of some weakness to prey upon. So, ear Sem ie as va
SOM nae ro Ce aera ea
Le LA cians iea aa a EL Bee CE eee Li}
eM aS ae eee eee uaa
Ome ute ku Race#788 9,9 8 8
FRE omens Pring
You instinctively knew that this thing was not supposed to exist, that it was evil incarnate and that
everyone in its vicinity was in mortal danger. You could not stand idly by. You could not simply gape. You
Cel
It may have been that you were notalone. Although many people in the area may have been oblivious
to what you saw, others responded to it as you did. Apparently, a handful sensed the same thing you did.
The crowd scattered at the commotion while you dove recklessly toward a creature you could notidentify,
See td
Ce cue RL aa a Le re ecu)
abilities. Though you never did anything like it before, you could now deliver hammer blows. You could
Pee ean eS ee eRe UL
its innermost secrets. And you could do these things as easily as you closed your hand, spoke aloud or
Caer
‘When the red haze passed, the monster was driven off or destroyed, with no sign left ofits existence.
In that moment of realization you probably fled the scene and denied what happened.
The truth is, you were “imbued,” chosen. The clarity, strength and passion to see reality for what it
truly is was granted or inflicted upon you. Curse or blessing, your life changed forever.
Tue HERALDS
“must be going insane," you probably thought after hearing voices, having hallucinations and pulling
Fe ae Oe ne eo Re ao eeu en
eee ieee eter ea cece ae a nae read
unknown some kind of familiarity. The few of us who have found each other, whether through word of
Ds ee a ere eee mT ce
of mass delirium? Collective unconscious lashing outward? God or some kind of deity? Aliens
Reenter ne ees ea Cee en a wee Ue ec uae
subconscious minds responding to the anxieties of the world or perhaps its end? No one knows.
Rerun eae Na ete ade Luu Rua
on the Heralds and what they communicate holds that both are connected to our contact with monsters.
Messages seem to come to awaken us to the existence of horrific creatures, ones we feel compelled to
eee heures ee coe eM ae
eee eam ORC me Rm Ra RR cu ae
Cee ea ee cI
Are these Messengers or Heralds the ones responsible for what we witness, and for our freakish
Pe ea kee ected
Pe A ec ie o US Ra
Dy
eel silly writing that word, as if | defy everything sensible that I've ever been taught... or perhaps
RUE eee eRe ROS
op Manet heme Mie esi rr Nee WECM RUE auc
hope of explaining it all away and returning to the sheltered existence you used to lead. But there was
eee odHunter-Net - Home Page
#7 &8G@ OS 8 @
Backward Forward Resrew Slop Finitl Homepage History Prning Save
WMalguut to ilutgeqale
Baas Ue CTU CS SEC a CSC s
ontelevision, at work, on the subway, in the newspaper and, for some, God save you, in your own homes!
UO eee tem eke ne eee
wouldn't let you. The creatures were everywhere, despite your best efforts not to see. You had to make
‘decision: Seek professional help, commit suicide, go mad or face what you hoped could not exist. If only
‘someone else could confirm what you were seeing, what you knew. But no one could. They thought you
were insane, looked at you askance and, you feared, spread word that you were trouble... that you knew.
Before long, trouble probably came to you. The police or doctors wanted to find a place for you, to
protect you from yourself, and to make sure you couldn’t harm anyone else. That's when you knew there
Sr Se acre eon ea ut ese Neei
no salvation. Although the others like you — others who did something that night — might.
Ree ed Uae en cue retour ee acc ne
Dee eee ee ec Cue hee eee eee En ees uc
CCU U a Oe ue eae ee a eee
similar experiences. Or you may have searched for answers online and found yourself here. But finding
others like you only confirmed that the creatures you saw were real
Nooo a CUE eu ee eect een Caregen Ley
world suggests that these things are everywhere. Maybe they're born of our own sins. Perhaps we're not
at the top of the order as we've always believed — or been led to believe — and these abominations are.
Perhaps they're older than humanity itself, some kind of superior race that's always been here.
The fact that we've never seen these things before — and that most people still don't— seems to lend
credence to the theory that monsters have been around for a very long time. A new threat couldn't be so
PRG a ert wee aur en LC aoe
Soe de tt aU ue ee cea eee
Se ee a alan a nce
De eu ne cue ed meee eae eae eed
Dee te au ees eu SR Ree keen ti
only to find themselves arrested on false charges soon afterward...)
Se a ee)
entrenched, and they appear to have time on their side. But what are they? Frustratingly, we don’t know
that, either. Our best guesses relate back to old stories and folk tales. Creatures that drink blood, people
Nee tO Me Seika eee geet Races areca ee eu
Cee ed eee Nee een ee ee Uke
eA Ee ote etre LCura teers
your lif? Does garlic keep them at bay? Can they bear their own reflection? Or are the legends just as
DECOR neue kel seed
Rea nk aa Eat
aa
One of the prevailing questions that arises after you come to terms with what you've seen and what
Se aan cae ent see ean ee cle> een 0 ' 8
eckward Foward Redraw Slop Fradk! Homepape History Printing
PEE eee tem CRU Rn oR UR sk ce
Crass
Ifyour feelings and ethics are anything like mine, there can be only one purpose for our change. We
Ce ea uC deen Ue OS
Pre eC ence ten og tent ker ae ue a
the street and see figures lurking in the shadows, picking people out like candy behind glass, my soul allows
only one response: to fight back. | cannot sit idly by while innocent, unaware people are manipulated and
slaughtered. | couldn't stand by the moment I was changed, and | can't do it now. Nor, probably, can you.
NOM ee eee a eS Re
eee ue ee eRe eeu ane
Re eeu et te ea ee
truth, andto stalking and perhaps destroying monsters. Of course, you don't have to be on some glorified
ee ese atu ue ek pr oor en
PCN asa accuse haan a a)
Ree ean ar een eo) een eee a
creatures’ destruction is the only answer. Others express concern that monsters may be the products of
people gone wrong, that killing them damns a soul. They hope (and fear) that some small glimmer of
UCAS SUre eee ieee Ue Ren ee eg ea oe
Pes ecu ce Ate eek a ere Cae uc
But however you approach it, you must do what you believe is right in your heart, or the things we have
ea Ma ae
Se hg
Some hunters grimly believe that facing and dealing with monsters is the be-all and end-all of the
imbuing and our existence (I would say they're content with this purpose; none of us could ever be content
with our new lives). Yet is that our full extent?
ee ener km eC ke Re aCe AU uma cea Ue key
account for why we suddenly see the world differently and why we manifest strange abilities. Maybe if
ee eUrcie cue ea ne ceca ae CR Mu eae eeu ua
Pea eee cet ss kn eon ee
TOROS ecg ete f eR Ue
The only answer I can accept for now is that we are pawns of greater forces, powers that seek to
Pee Meu a Ung ea ALR eu a
Peace ete ema Ca aR ue
Peete a Ce ea Ce Cae
we pursue a greater good. We have been changed, and we dedicate our new selves to serving and
protecting humanity, regardless that family and friends don't understand or appreciate it. Maybe it's that
simple resolve, the need to make the world better, that makes us candidates for the imbuing,
The first words | received from the Messengers were “INHERIT THE EARTH.” I've thought about
those words constantly in the few months since my change. They still have no more logical meaning than
TO uncon eCk uum te ok em oe=
> mea
ard Forward Redraw Stop
hunters and meet some for myself. We have a purpose, and it revolves around gaining a world of our own,
free from monstrous oppression and maybe even from whatever forces taunt us with liberation. For those
SO ee NC ee ect cee eae an
is the one we know — or thought we knew — and itshould be reclaimed. For those who hope to preserve
whatever good they can find among creatures, perhaps that world is the next, in which salvation and
Pee EU E neice win ane)
Cee ee re ee LN MU ees eget Meh Caney
the unknown, | must believe that mankindis capable of extraordinary feats and virtue—take this amazing
Cee eee ued ie ee neem encase en ent
Cee ede RU ae it ae nee anor cece
Nee SU emt ees ate ee eget eee ee Tt
Cee ee eee UCL eee ean ag
Oe A Run ur oO ee aires
cr eng
Those are all the words | have. |claim no special insight or wisdom, but | create this site and offerthese
Doe ee ee ae er au eee un ted
Does USC em en eek ee en
God protect.
ae]
‘TO JOIN THIS LIST, ENTER A NAME IN THE WINDOW BELOW ANDCLICK SEND.
WARNING: DONOTENTER YOUR REALNAMEOR OTHER PERSONAL
IDENTIFICATION. THE CONFIDENTIALITY OF INFORMATION ON
THIS LIST CANNOT BE GUARANTEED.
EES
PALO ORI Sot ae ola Om ea aL ARV Ne Teoh ec ated
YOUR APPLICATION. AROSTER NUMBER WILL BE ASSIGNED TO YOUR CODE NAME AND USEDON
ALL COMMUNICATIONLABELS FROM YOU.
FOR YOUR OWN PROTECTION, DO NOT REVEALYOUR REALNAME, ADDRESS,
OST ETE MLO He MUTI OSECaan:
Storyteller Creator and Contributors: Mark
Rein*Hiagen, Andrew Greenberg, Chris MeDonough, Lisa
Stevens, Josh Timbrook and Steware Wieck
World of Darkness created by Mark Rein# Hagen.
Designers: Androw Bates, Phil Brucato, Ken Cliffe,
Greg. Fount Hall, Jess Heinig, Michael B. Lee,
Richard Thomas, Mike Tinney and Stewart Wieck
Authors: Bruce Baugh, E. Jonathan Bennett, Carl Bowen,
Ken Cliffe, Greg Fountain, Geoffrey Grabowski, Jess Heinig, Ed
Hall, Robert Scott Martin, Angel McCoy, Jim Moore, Wayne
Peacock, Greg Stolze, Richard Stratton and Stewart Wieck,
with thanks to Vampire: The Masquerade contributors
Developers: Ken Cliffe, Ed Hall and Stewart Wieck
Buitor: Fd Hall
Art Director: Richaed Thomas
Layout and Typesetting: Brian Glass
Interior Art: Mitch Byrd, Joe Corroney, Tommy Lee
Edwards, Steve Elis, Richard Kane Ferguson, Chase “Post-It
Notes” Jones, Brian LeBlanc, Frank Malec, Steve Prescott
and Ron Spencer
Endpapers Design: Aaron Voss
Front and Back Cover Design: Brian Glass
Many thanks to Monique Huiet, who helped
locate the Innocent within,
t) 1 Pa Noxtit nbn
e SUITE 128
CuunasTOn, GA 30021
US
GAME STUDIO
© 1999 White Wolf Publishing, Inc. All rights re-
served. Reproduction without the written permission of
the publisher is expressly forbidden, except for the pur-
poses of reviews, andor blank charactershest, which may
be reproduced for personal use only. White Wolf, Vampire
the Masquerade, Mage the Ascension and World of Dark
ness are tegistered trademarks of White Wolf Publishing,
Inc. Allrights reserved. Werewolf the Apocalypse, Wraith
‘st Andrew Bates, Bruce Baugh, Kraig
Blackwelder, Ron Bloomfield, Carl Bowen, Deird’Re M
Brooks, Clayton Callihoo, Alex W. Caton, Micah Chan
dler, Kwei-Cee Chu, Ken Cliffe, James V. Coleman, Scott
Coucher, Jason Cross, Audrey Deutschmann, Carrie Easley,
Mike Elsner, Jim Fillmore, Greg Fountain, Alyson Gaul,
Jody Gerst, Brian Goodson, Chris Haddad, Jonathan Hanna,
Laura Heilman, Jess Heinig, Chris Hemphill, Sean Holland,
Tricia Hopkins, Susanne Johnson, Joe "Fader" Jones, Scott
“BIZKeT" Jones, Matthew Kaufman, Ellen P. Kiley, James
Kiley, Jason Langlois, Michael Lee, Janet Lee, Stacey Lewis,
Chris Loeffler, Paul Marshall, Chris McDonough, Sarah
Mellvaine, Brooks Miller, Josh Moore, Barbara North
Charlsie Patterson, Wayne Peacock, Ben Rodda, Karen
Sarao, Darwyn Siplin, Richard Stratton, David Temple,
Mike Tinney, Jason’ Walsh, Dave Weinstein, Kathy
Weinstein, Andrew Woodworth, Peter Woodworth and
Fred “Son of Joe” Yelk
Drscuaner
Hunter: The Reckoning is a game. Like board
games, you play it around a table with friends. The
difference here is there is no board, and there may not
even be any pieces. However, it’s still a game. Iris not
real life. Monsters are the products of our imagina
tions. They are not real, You are not a monster hunter.
It’s that simple. If you can’t distinguish reality from
fantasy, put this book down and walk away. For every
‘one else, have fun.
the Oblivion, Changeling the Dreaming, Mind’s Eye The-
atre, Hunter the Reckoning, Hunter Storytellers
Companion and Year of the Reckoning are trademarks of
White Wolf Publishing, Inc. All rights reserved. All
characters, names, places and text herein ate copyrighted
by White Wolf Publishing, Ine.
The mention of or reference to any company ot
product in these pages is nota challenge to the trademark.
‘or copyright concerned.
This book uses che supernatural for settings, charac-
ters and themes. All mystical and supernacural elements ff
are fiction and intended for entertainment purposes only.
Reader discretion is advised
Fora free White Wolfcatalog call 1-800-454-WOLF,
‘Check out White Wolf online at
|ep:/fwww.white-wolf.com; alt-games.whitewolfand
rec.gamesfep.storyteller
PRINTED IN CANADA.
mal
=
ea
a
y=
a.
iwTT
1h LARA
wud “SE 9 ooh SE I es EE
TRBLEOF CONTENTS
PROLOGUE i
INTRODUCTION i0
CHAPYERL:THEHERE AND NOW (1 HEHUNY ERCONDIY 10K) 4
CHAPTER 2AWORLDOF DARKNESS (SETTING) 48
CHAPYER3:Y HEHUNYER S CREED (CHARACTERT YPES) 60
CHAPTER4:IHAYE HEARD Y HENESSAGE (CREATIONS TRAITS) 728
1 A cunprsnscruenumren’sence powers) i
: CHAPTERG:LAWSOF Y HEHUNT (RULES)
CHAPYERT:TOOLSOF Y HEHUNT (SYSTEMS)
CHAPTERS: THE TRUTH(STORYTELLING)
CHAPY ERS: THEENEMY (ANY AGONIST S)
APPENDICES
EPILOGUE
en eee een oe fa
is .Internet Browser: Hunter-Net - Home Page
facinard Forward Redraw
eaeaecs om
i Homepage Hiloy Printing Save
iM ste: [inttp: aww. tuner oat oxg/Rona/ohst Wea
t :
ros Valguuioe i
Email Program
——— SSS
Subject [Griping
To: [hunter.list(@hunter-net.org 2
Fron 0090 Be es
Copied To:
The slope I'm climbing is slippery as an iceberg. And I guess see just as little oft, too.
T mean, is there an end? When I was a rookie cop, I thought I was doing good when I put
ascare in kids who bought drugs. Concentrate on them and society will straighten itself out,
are around, there'll always be stupid-ass kids who want
to put that shit in their bodi sd up and started nabbing dealers. But dealers are
adime a dozen. So I bust ass to make detective to make a teal difference. I start catching
‘guys in suits who don’t carry guns, but who have East German rejects who do,
After years on that beat, a divorce, a kid who self-destructed and an addiction of my
own, I'm back on my feet and about to lock up one of the worst:a guy named Pendergrass.
He drove that kid over the edge, drove me over as a result, and probably fucked me a
hundred other ways, too. So I'm standing there at his front door, a battalion of cops
behind me, showing the warrant to the butler. That's when the bottom suddenly falls out
of the ocean and I get to see the whole freaking iceberg. I guess the Messengers thought
it would be a cute time to show me the whole truth,
Pendergrass comes down the stairs — and he’s already dead!will [destroy kingdoms;
— Jeremiah 51:20
Monsters
\Nightmarish abominations of man and nature hell-bent
con murder and destruction. The malignant offpring of over:
active imaginations given form to haunt the night. Human
fearsandpassions made manifesto further the very terror that
birthed them. The things that go bump in the night.
Humanity’s fear of the unknown has inspired us to
create all manner of abominations and obscenities. Whether
it'sadark corner, a deranged mind or the next world, human
imagination has aspired to fill he void in an effort to make
sense of our existence and all its mysteries. Although science
seeks to answer our questionsand make the world sensible —
tocexplain that monsters do not exist — the human imagina-
tion still rakes usback to times past, when the dark placesand
other worlds were frightening.
Persistent fear of monsters, even in this “enlightened”
age, raises the question: Is belief in creatures integral to the
hhuman psyche? That's what science claims; “monsters” are
the results of psychoses,
subconscious mind. Why else could we fear che dark places
when reason and rationality have illuminated so much?
Monsters aren’t real.
Orare they? Imagine a world in which creatures of the
night have lurked in the shadows from the very beginning.
sexual deviancy, products of the
—
Thou art my battle ax and weapons of war: for
‘with chee wil breakin pieces the nations, and with thee
Feeding on human fears and bodies. Playing with us like toys
in ageless, demented power struggles. Deciding human fate
and keeping us under their collective thumb or trapped in a
talon-grip. Subjecting us to cheir unknowable will for their
own obscene amusement.
Now stop imagining, because it’s true. That's our world,
‘That’sus. Monsters cast theit shadow over our lives and chill
cour very souls. We are subjected to tertor, oppression and
corruption, but we never see whae’s eal. We never know the
truth, At least... most don't
‘Youstandapart from the helpless masses. You've had the
scales ripped from your eyes. You see the creatures working
their manipulations. You recognize the fetid putrescence
‘beneath their innocuous masks, You peer into the deepest
shadows and witness their lurid dance. You see everything.
You know the ruth
‘And somehow, by some unseen hand, you have been
sgranced the power to stop them. You have the clarity and
strength to emancipate humanity, to wrest control from the
supernatural. You have the power to finally, once and for all,
free the world
You are a hunter.
2 Se eg Nes ee
#
|Sromreume
The book youhold isthe core rulebook for Hunte
Reckoning, a storytelling game from White Wolf Publish-
ing. With the rules in this book, you and your friends can
assume the roles of monster hunters and tell stories about
your characters’ triumphs, failures, dark deeds and glimmers
of hope.
In a storytelling game, players create characters using
the rules in this book, then take those characters through
dramas and adventures called (appropriately enough) sto
rics, Stories are told through a combination of the wishes of
the players and the disectives of the Storyteller (see below).
Ie a lot of ways, storytelling resembles games such as
How to Host a Minder. Each player rakes the role of a
character —in thiscase, person who hunts monsters —and
engages in a form of improvisational theater by saying what
the hunter would say and describing what the hunter would
dlo. Most ofthis process isfre form — players can have theit
characters say or do whatever they like, so long as the
dialogue of actions are consistent with a characte’ person
ality and abilities. However, the success of certain actions is
best determined through the use of dice and the rules pre~
sented in this book
Whenever rules and story conflict, story wins. Use the
rulesonly as much— or preferably as litle —as youneed to
tell ehsilling tales of tertor, action and triumph.
Puavars ao Srorrr eis:
Hunter is best played with a group, oF troupe, of two to
sixpartcipants. Most ofthese people are players. Theycreate
hhunter characters — imaginary protagonists similar to ones
found in novels, cinema and comics. In each troupe, how-
ever, one person must take the role of the Storyteller. The
Storyteller does not create one primary character for herself
Rather, she acts 2s a combination of director, moderator,
narrator and referee. By creating plots and conflicts from het
imagination the Storytellerinventsthe drama through which
the players ditect their characters. The Storyteller alo takes
the roles of supporting cast — both ales with whom the
characters interact and antagonists against whom the char-
acters struggle. The Storyteller invents the salient details of
the story’s setting — the bars, nightclubs, businesses and
other institutions the characters frequent. The players de-
cide how their characters react tothe situations in the game,
Inut it is the Storyteller (with the help of the rules) who
dleckles whether che characters actually succeed in theie
endeavors and, ifs0, how well. Uli
the final authority on the events that take place inthe game.
Example: Ed, Pauline, Kathy and Fred have gathered to play
Hunter. Ed, Pauline and Kathy are players: Ed plays Pete Gorzk,
aan Avenger (a hieter intent on eradicating monsters); Pauline
plays Kara Reed, a Visionary (a hunter who seeks to understand
‘monster! very nature); and Kathy plays Emil Patel, a Martyr (a
uncer who protects humans from monsters through personal
sacrifice). Fred isthe Storyteller. He decrees that the characters
ately, che Storyteller is
Eh nn ey ee ee a:
have been ambushed by pawns of the enemy, apparently by
creatures with a purpose beyond simple murder. The characters
‘awake to find themselves ted up onthe floor of a dank hasement or
‘warehouse. Before them looms their apparent captor, the blood-
sucker whom they've been stalking for several nights
‘Fred (deseribing the scene): Youreyesflutter open and
you immediately wish you could resume your blissful slum-
ber. Pain stabs through your head and body. You struggle to
make sense of what's going on. Your last memories are of
trailing your quarry ftom a nightclub and along a deserted
street. You had thought this might be an opportunity to
strike
punks swarmed outof nowhere and atacked the three of you.
You fought back, but your assailants’ fearsome strength
quickly proved more than human, and you were subdued.
when the tables sucdenly turned on you. A gang of
Now you're here, bound and prone on a cold, concrete
floor, blood congealing and bruises forming where baseball
bats and tire irons were used on you in all the wrong ways.
You should have known it was trap; here’sthe very creature
you planned to take out, leering over your bodies, Your
efforts to shadow him may have failed — afterall, here you
are — but they have clearly kept the bastard from feeding
His skin is pallid, almost bone-white, without the rosy lush
of others blood’ His dark, curly, contrasting hair doesn't
warm his complexion, and neither does this gloomy place.
« Fred (again, now speaking as the monster): “Well,
‘well, so we're all here. I'm so pleased you could finally meet
the host after crashing the party all chis time. Normally, I
would have killed you when I noticed you nights ago. But
why bother? There are so many fish inthe sea, and you were
just small fry —orsol thought. Ir wasn’t till saw youagain.
and again... chat [knew something was up. You've learned
‘my secret. You know what Iam. Impressive
“Of course, now I have to kill you. You know too much,
Butbefore yougo, want to know ‘how’: How did you find me
‘out? And how were you able to keep up?”
The players may now decide what to do:
« Kathy (speaking as Emil Patel): "Oh, icwasrdifficult
nce we knew what you were. Go among the soulless masses
and their king shows himself eventually.”
+ Ed (whisperingasPete):“Keep him talking. Lhave an
idea.”
‘ Pauline (speakingas Kara): "Yeah, youweren'tsohard
toroot out. actually walked up ro you face to face weeks ago
atacluband tried to call you out. You didn't even notice me,
Twas just another bag of blood. But [knew what you were.”
*# Fred (playing the bloodsucker’s reaction): The
creature's lip curls back in a snarl to reveal the long canines
of a predator —a two-legged one.
‘© Ed (describing Pete's action): I plan to cut free using
(Cleave (an amazing hunter power) and try to take the thing by
suprise: “Hey asshole, have you ever seen one of us do this?”
‘What happens next is decided by the actions of the
players and the decisions ofthe Storyteller. As you can see,
=HEY
each player is the arbiter of his orherown character'sactions,
and words. Ultimately, though, it is Fred, the Storyteller,
king as the beast, who
hho determines whether
1cters’ actions, if any, succeed or fail
Waarls VisPince?
‘The world of Hunter: The Reckoning is not our own,
seen through a glass darkly. Evilis palpable and ubiquitous in
this world; the end is upon us, and the whole planet teeters
(on a razor's edge of tension. It is a world of darknes
Superfcially, the World of Darkness is like the “real”
world we all inhabit. The same bands are popular, violence
plagues the inner city, graft and corruption infest govern-
‘ments, and society looks to cities for its culture, The World of,
Darkness has a Statue of Liberty, an Eiffel Tower and a
McDonalds on every comer. More
edegenerate. Its ecosys
ich night. And there, monsters exis.
Many of he differences berween out world and the World
cient and inscrutable
creatures, ghosts,zombies, bloodthirsty creatures skinchangers,
shend, things that
toy with humanieyasa cat does with trapped mouse. Fromthe
witches and things that we cannot com
iS,
NSS
AON
pS RUGT
\ TE Ne, Ce , Sy
¥
|
f yo
r
shadows these creatures have ruled the night and, forall time,
hidden from mankind’s sight and knowledge. Thus, virtually
no one is aware of the torment to which we are subjected to
us, hardship is simply a fact of life, not the product of super-
natural beings’ machinations.
That's what hunters believed, too, before they
awoken to the truth. Once, your life was normal, at le
the standards you understood. You might have been mari
hhad kids, a tedious job. You struggled with the day today ike
everyone else, doing what you had to do to get by.
Then, without warning, someone or something opened
your eyes. One minute, you were waiting for a train. The
next reality as you knew it collapsed all around you. A voice
like your own — bur nor your own — might have announ
to you, “THE SHADOWS LIVE.” A destination sign
have changed from "Making all regular stops” to “YOU
MUST MAKE THEM STOP.” The smell ofa vendor roast
ing peanuts might have transmuted into the stench of rotted
flesh, blown on the stagnant tunnel wind.
Tewasonly then that you recognized the things lurking in
the comers ofthe station, People, Burnot human. Their skin
was decayed. Ichor oozed from wounds on theit bods.
Suddenly, it was clear that they stalked this place, awaiting
lone travelers — victims. Abominations preyed upon inno:
cent people! There was nothing todo but act. For the love of
God, you had to stop them!
Nothing could ever be the same after that night. Now
youcan see the corrupt touch of monstrosities everywhere —
at work, on the street, on the news, ia church, in bigbusinessin politics! The world you thought you knew was trick, an
illusion. Humans aren’t in charge or at the top of the food
chain, Unforgivable creatures are in control and humanity is
their plaything,
Welcome to the World of Darkness.
Gorwe-Purw
SCoticPnk pera the bes way wo dserbe he
A er ca teva dar te
ccaused by the juxtaposition of ethnicities, social classes and
subcultures makes the world a vibrant, albeit dangerous,
place. All these aspects are ones familiar to normal people of
the world. They've deale with them all cheir lives. I's the
existence of monsters and their part in the condition of
things that is unknown — until now.
“Gothic” describes the ambiance of the World of Datk-
ress. Burrressed buildings loom overhead, bedecked with
Classical columnsand leering gargoyles. Residents are dwarfed
: by the sheer scale of architecture, lose amid spires that seem to
rope roward Heaven in an effort to escape the physical world,
‘The ranks of the religious swell as mortals flock to any banner
thac offers them a hope of something better in the hereafter.
Cialts flourish in the underground, promising power and re:
demption. The institutions that control society are even more
staid and conservative than they are in our world, Many in
power prefer the evils of the world they know to the chaos
engendered by change. It isa divisive world of have and have-
not, rich and poor, excess and squalor.
“Punk” is the lifestyle chat many denizens of the World
‘of Darkness adopt. In order to give their lives meaning, they
. rebel, dashing themselves against the crags of power. Gangs
SBM ov che streets and organized crime breeds in the under-
‘world, all in reaction co the pointlessness of living “by the
book.” Mune is louder, faster, more violent, o i's hyproti-
cally monotonous,and supported by masses who find salvation
imits escape. Speech is conser, fashion isholder, art is more
shocking, and technology brings it all to everyone at the
click of a button. The world is more coreupt, its people are
spiritually bankrupt and escapism often replaces hope.
Asifthese conditions werent fearful enough, the fort
nate — or cursed — among humanity now understand the
truth oftheir world: chat monsters exist and contro every
thing. These few people respond to the horror in their own
ome seck salvation for mankind
and its oppressor, as the revelations with which they're
confronted surely mark the impending End. Others lash out
inadesperate effort to reclaim a world they never had. Sil
cthers search for safe places where humanity might stare
fgain to forge a world ofits own making, for these tortured
souls understand that the decay and decline all around them
may not be their fault afterall, but an unjust punishment
imposed by shadow players
Gothic-Punk isa mood and setting conveyed during the
course of the game. The greatest share of creating this
ambiance falls upon the Storyteller, but players should con-
sider their characters’ stake init aswell. The ambiance isalso
a matter of taste. Some troupes prefer more Gothic than
Punk, whereas others may want equal amounts of both
ways, by their own means.
7 tae past ge Bia
elements, or little of either. In the end, it's your gameand you
are free 10 make of it what you will. Simply beatin mind that
experiencing the world isa shared endeavor, and everything
the players and Storyteller do helps make that world more
believable. Actions, settings, characters and descriptions all
convey the Gothic-Punk aesthetic.
Cres
Hunters exit all over the world, in every country,
whether the isolated or unaware among the imbued
know i or not. Yet a preponderance of them live and
carry out their self-chosen missions in cities. The
reasons are fairly cleat, given a few assumptions. Hu-
‘man populations are most concentrated in urban.
centers, father than in che country or the wilds, where
people are few and far between. Monsters feed on and
control the masses, so it makes sense chat monsters
would dell in cities, too, whether hiding in plain sight
amid che throng or hiding in the dark places where no
one dares go.
Although cities are assumed to be monsters’ dens,
there's some protection in conducting the hunt in
these places. Hunters find saery in numbers, not only
among other chosen, but among the populace as a
‘whole, Hunters who are imbued together or who find
ceach other in cities can share their abilities, pool heir
resources, watch one another's backs. They form teams
that work together and play the same urban fields
against the unknown, Meanwhile, monsters have
preyed upon humanity for ages and, ifthe stories are
true, some may be long-lived to say the least. Surely,
cone mortal starts to look like every other to these
beings, much as cattle are indistinguishable at the
slaughterhouse. Thus, hunters find anonymity among
the urban defenseless, and may strike by surprise then
disappear quickly
‘All of which is not to say that no hunters venture
‘outside cities into rural territory. Some, such as indi
viduals who can no longer bear the truth of the world
‘or who seek safety for themselves and their families, go
abroad. However, chere is really no safety to be found
anywhere. Monsters exist in the country and wilds,
too, and they may be more dangerous than any city
dwellinghorror. These creatureshave learned tosurvive
in nature, where predator and prey isthe dichotomy of
life. A hunter in the wilds may still have his own.
powersand skills, but his opponent sa twisted force of
nature. In such a seting a huncer has no one to turn to
but himself. If such an isolated lifestyle ean be sur-
vived, it quickly devolves to a furtive existence of
hiding, foraging and hiding again, like @ scavenging
animal avoiding beasts of prey.
DeaWear IsaHonran?
Storytellingand roleplaying games may feature manykinds
‘ofprotagonists. Insome games, playersassume the roles fheroes
inafantasy setting orsuperheroessaving the workdfrom villains?
depredations In Hunter, appropriately enough, players assume
the personas of monster hunters — brave, determined people
who confront the supernatural — and guide these characters
through a world vitally identical to our own.
Hunters don't start out that way. They aren't born and
raised with the awareness of monster or the capacity to fight
them. They begin asnormal people who are one day conftonted
with how the world really is; they're exposed to the creatures
that lurkin the shadows. Most people panic and run from such
beings, or from the very idea that such things exist (why does
science tell us th
Would-be hunters are diferent from the majority in that they
¢ are no such things as monsters again’).
‘Tre Sem oF re Gane
‘Hunter: The Reckoning isone inaseries of gamesset
in the World of Darkness. Itspredecessors are in fact about
the monsterswhom hunters stalk. Games including Vam-
pire: The Masquerade, Werewolf: The Apocalypse and
‘Mage: The Ascension allow you to play supernatural
‘creatures in a modem age, fighting amongst themselves
and each other, and controlling the mass of humanity.
Obviously, Hunter isthe ultimate response tothase games,
the chance to fight back against the monsters.
If Hunter is your first foray into the Storyteller series,
you're in luck. You approach the game unaware of the
creatures who stalk the World of Darkness, their cultures,
their powers or their ways. You are the equivalent of your
‘hunter character: wide-eyed and uninitiated. Your exper
‘encewith Hunter asagame iscomparable to your character's
experience with existence as a hunter. Enjoy the experi-
ence and try to maintain your distance from the other
Storyteller games. You have a unique take on Hunter that
few others in your troupe are likely to possess.
If you've played other games set in the World of
Darkness, Hunter demands something of a new ap-
proach. Your imbued character doesn’t know anything
about the real world into which he is suddenly thrust.
Meanwhile, you could know a great deal. In the spitit of
the game, it’s your responsibility to forget everything you
‘know, orat least co try to ignore it for each game session.
Ifyou don’t put your knowledge outof mind, Hunter
really isn’t any fun. The charm of the game isthe fear and
wonder of the unknown. Think back to your first
roleplaying experiences, the curiosity and awe that came
with exploring fantastic otherworlds. Well, here's your
opportunity to rekindle that experience with the World
of Darkness. You just have to be willing to do it. Other-
wise, if you blurt out information your character could
es Se SS @ Sy
1 it takes to stand and face the unknown, and
‘even have the bravery or temerity to act against it
possess whate!
Te seems that the domg is what in fact gives hunters fll
insight into reality, into how the world is not our own
Whereas those people who run from or tum a blind eye to the
truth will notacceptitandcannotknowit, hunters, bystaying,
seeing and even fighting back, are exposed to the gamut of
reality. They learn we are not alone, yet ironically, hunters
themselves are alone with their knowledge. Instinetual fear of
the truth keeps the masses mired in ignorance. The rest of
Jhumanity refuses to believe thatthe supernatural could exist,
let alone take physical form, so hunters must keep theit
horrible awareness to themselves and seek to protect people
from their own closed minds. Thus, hunters band together in
small groups through which they can uncover, stalk
pethaps even destroy the enemy — or die trying.
not know, or pursue leads that your hunter could not be
Aware of, you ruin the story for everyone involved.
So, what's the most important rule you need to
know? That you are certam of nothing. Ifyou can’t remem
ber chat, don't be surprised if your Storyteller plays tricks
fon you and your character, to turn your knowledge
against you and undo everything you take for granted
about the World of Darknes.
Hunter also lends itself to another kind of gamer:
‘You might have never played a Storyteller game before
because all that angsty-goth oF save-natute crap just
tured you off. Well, here's an opportunity to do some
thingabout it. Hunters are normal people suidenly made
aware of creatures and all their melodrama, and it's
hunters! ob to strike back! For the walking.-dead poseur
andthe bleeding heart, teee-huguing shambling rug here
isnow a shotgun blast and impressive powers with which
to back it up. Here's your chance ro attack the other
Storytellers games in theie very own setting. Here's your
chance to kick some as!
‘Waar Tasty
Hunter: The Reckoning isnot Hunters Hunted,
The Inquisi
(not, in other words a revision of previous game supple
ments ftom White Wolf). This book is about a new breed
Of people who are hums, but who rise above humanicy
and act in ts name. This game is not about government
agencies, people who operate with only guns and rech-
nology, ot humans with insight into and familiarity with
the tpernatural. Hunter: The Reckoning s the cosmo-
logical answer to monsters'eternal crimes and abuses, a
response that sounds on the last of the Final Nights and
tn the brink of Apocalypse I's chance for humanity as,
a whole to rise up and claim a world for itself.Treheume
Hunters call their moment of realization the imbuing.
Alehough hunters operate alone or in isolated groups, their
‘efforts tofind each other andspread the word make terms like
the imbuing” common parlance, and prove that being
chosen” is not an isolated experience,
Accounts of the imbuing vary wildly, but certain ele-
ments appear to occur forall hunters, regardless of age, sex,
race or nationality. Hunters hear voices, see distorted mes:
sages on billboards or in newspapers, or perceive odd sounds,
smells or visions. Regardless of its form, the experience
always offers a warning of nearby danger: a booming *
DOES NOT LIVE," a strect sign that momentarily reads
“RUN NOW,” a sudden, hallucinatory image of people
strewn about a street as Death walks among them.
No source seems to be apparent for these signs and
portents, but their subject soon becomes clear. With eyes
newly opened, the awakened hunter witnesses the most
grotesque obscenity he has ever encountered —a thing not
meant to exist, a walking affront co life it
‘monstrosity. In that moment of clarity, a veneer erected to
hhide the real world fades forever. The secret is laid bare.
‘The truth is revealed. There it stands in all its unholy glory:
evil personified and presented for hideous edification.
Monsters exist
‘an abhorrent
And that's only the beginning,
‘Tre Messencrs
‘Among the hunters who seek out each other, whether
for safety in numbers or simply for solace in a terrifying
reality, the same questions are asked over and over: Why?
Why me? Why now? Who has done this to me? Theories
abound about why people are chosen. The end of the world
is coming, Judgment Day is here. Monsters’ ongoing evil has
fi
humanity and revealed the truth — or are responsible for
monsters on Earth. Uleimately, no one knows for sure why
people are suddenly awoken,
However, the apparent messages or hallucinations suf-
fered at the moment of imbuing lead many to believe that
someone or something bestows this blessing or inflicts this
curse. How else could intelligible voices, legible messages
and waking dreams happen to disparate people, yet be so
similar forall?
For lack of a better theory, the Other emerges as the
prevailing answer for now. In burgeoning hunter circles —
groups that are imbued together, hunters who meet through
word of mouth, through signs left for each other or through
covert Internet communication — these beings are lab
Messengers” or “Heralds.” What their intended message is
ot for whom they convey it, if anyone, is unknown.
ally received its karmic response. Aliens have touched
Certainly, the mystery of the Messengers makes them
just as frightening as the monsters to which hunters are
exposed. Yet, the imbued take comfort in the knowledge that
EE ne eee ge fas:
A
they are still human (or so they believe), that they are not
the walking corruption that so clearly oppresses mankind.
For most hunters, that distinetion is enough. Questioning
further only makes an already harsh world inhospitable and
existence itself intolerable,
Ences .
“Thus, hunters are exposed to reality and the monsters
that inhabie it. The chosen are forced to recognize the
depravity of creatures that are truly in control, But what
evidence isthere chat the imbued have any responsibility for
that knowledge? Why does that knowledge demand action?
For most of the imbued, the answer is simple: At the
moment of rebirth, they ar.
powers. Atthe instant theyare witness toliving nightmares,
the chosen are empowered with the means o respond tothe
creatures before them. These amazing abilities seem to be
‘numerous and varied. Some allow a person to strike down a
creature, Others create chaos under cover of which the
imbued may act. Some powers grant extraordinary percep-
tion, theability tosee and recognize monsters wherever they
hide. Sull ochers allow the imbued to heal themselves and
others miraculously
Why else would the imbued be granted these gifts than.
to react to the abominations revealed before them? Evil
exists, The imbued have the power to stop it. That's what
makes them hunters. As many hunters observe, "What else
is there to know
YoeHonr
‘Awareness of monsters and heinous corruption doesn’t
stop with the moment of the imbuing. A person's life is
changed foreverafter the moment her eyes are opened. She
sees creatures everywhere. Their influence touches and
taints everything. The reason for all the suffering and seife
in the world becomes clea. Friends’ loss, families’ turmoil,
society's ills — they all trace back to monsters and theit
plots. How long can one witness these atrocities — deaths,
disappearances, abuses, invasions — before lashing out
against them?
Most of the chosen cannot remain quiet. Theystrive to
protect loved ones, friends, neighborhoods and cities from
the creatures that would control and destroy all these things.
‘The result isthe hunt: the ongoing pursuit of creatures to
stop them, save them, understand them, outwit them or
simply destoy therm.
granted strange abilities and
‘All hunters undertake their own missions against the
nown. They have their own reasons for stalking, pre
serving or killing. Ultimately, however, their objectives
are the same, whether they realize it or not. The cautious
hunter who devotes his life co protecting his family, and
the daring hunter who travels wherever he must to locate
and destroy both want the same thing: to start again, to
make a new place where people can be safe, to inherie the
world thar they once believed their own. Whether such a
—oi Ge ace ee Oy eee ge eee a
goal can ever be achieved is unknown. Many imbued donot
‘even consider the direction of the hunt long enough to
perceive its destination; they simply survive day to day,
right to night. For others, claiming the world is the only
goal of the hunt —and it must be achieved.
Huxrars' Foes
monsters everywhere, Hunters enemis ae,
collectively, an enigma, Before, their existence was nothing
but folklore and fairy tales. Now, all the old stories are proved
that’s make-believe. People’s lives, dreams and fates have
never been their own, but are, and always have been, the
Although they are roused to the truth, the chosen are
still very much in the dark. They have a glimmer of wha’s
really out there, but they still can’t see far. Whatever they
don’t know they're forced to guess. Investigation and ex-
trapolation are the order of the day — and night. creatures
exist and prey upon humanity, others could be out there that
Ihave yet to be encountered. After all, who or what created
the ones already faced?
Left with ominous uncertainties and glaring ignorance,
hunters turn to whatever sources they can for information on
the enemy. Suddenly, old legends, folk stories and fairy tales
are fonts of wisdom. Can the walking dead show their faces
in daylight? Are shapechangers mortally afraid of silver? Is.
the Church —or another religious institution —any protec-
tion, ois it as corrupt as the rest of the world? Is a restless
spirit forced to haunt only one place?
There are limitless questions, and hunters don’t know
any answers for sure. They don't even know whether differ-
cent monsters exist or if they're all the same kind, each with
different face. Are the old stories true? Can they be tured
to, trusted? Are they fiction or fact? Hunters lives hangin the
balance
hon crm
Being imbued and undertaking the hunt make a person
an outsider among normal, unaware people. You know and
Ihave seen things that most cannot or will not imagine. Your
previous day-to-day life seems meaningless now; monsters
are real and must be dealt with. Yet, that very mundane,
oblivious existence is exactly what your friends, family and
coworkers stil live, They can't understand the pressures and
fears that you face. They don’t understand why you can’t
make datesand d
oranniversaries, or even why you can't manage to tum up for
‘work at all. Most hunters’ old lives fall apart
«lines, why you can't remember promises
So, why not preach from the mound, tll everyone the
truth and pen alleyes to the creatures that plague the world?
Because other people can't understand you: They can't see
es Se SS @, Sy
what you can. Moruten secrecy, control and manipulation
pass the fll scope of reality. Unles the common person i
Shaken by some unsen hand, as you were, she can neve sti
from her sume.
“Thu, relations with family, fiends and even perfect
sernger can never be the sae for hunters, Neemol fll i
‘cesmay grow distant, disturbed, confused and even threater
Lovers may leave you, bosses may fire you, police may pursue
be left in the dark. Atcempts to reveal the truth only baffle
don’t understand why you need to empry the family bank
lashed out at that woman in Accounting, the one chummy
with thepresident. The defenseless don'c understand youand
may even seek to have you committed or arrested.
And there's another, moreinsidious danger to preaching
to the masses, Monsters are everywhere, they have feelers
and sensors a all levels of society, government and religion.
Where monsters themselves cannot tread, they manipulate
pawns who act as their eyes and ears — normal people in
Teague with evil, people whom you may not recognize as the
enemy. The police could be under the sway of the walking
dead. Politicians may be possessed by spirits. Television
stations may broadcast the prepared statements of mind
controlling demons.
Ifyou make one peep about monsters, thei existence or
theirinfluence, che creatures might hear. Now youranonym-
ity is gone, and they know you. They realize that youcan see |
them. You'rea threat that must besilenced, and any confton
tation will beon theie terms, not yours. By trying to warn the
populace, you may be signing your own death warrant. And
though youmay be able ro dodge the eneraes lethal reprisal,
what about your family of loved ones?
So, it might seem that hunters are absolutely alone
against their foes. Notso. They have each other. The imbued
can turn toone another for comfort, stability, foundation and
sympathy. Hunters know what their fellows have witnessed
and gone through, what they perceive and cando. The result,
typically is small circles of hunters — often ones imbued at
the same horrifying scene — who work together. Personality
and motivational differences may threaten to bre
apart, ("Should all monsters be destroyed, or were some once
human and worthy of saving?”) Bu, regardless of clashes,
Ihunters recognize that they need cach other to survive,
wherher chat need unites a handful of imbued ina neighbor-
hood or hunters scattered across the world who eek out each
other through the Internet,
them
a nee SO ay ge note Deee “ET
Hurren Cove
‘The imbuing holds myriad mysteries, all of
ia page ae hang, Pte ooo
frogs laynbol ats paced hen pon
derstood by hunters, and can be written and read
AIR ites ae ee al your, dere never
hhaving put them to paper or seen them before.
Many hunters call this language “the Word.”
Bick of eae pb sera mo bar
sage, as pictograms do. One icon could indicate
that building isa safe haven in which to hide.
Another could war that a bloodsucker con-
trols the area. Or one could symbolize that a
neighborhood is urider the protection of one or
more hunters, and that anyone who can read the
message should seek them out.
So far, no formal documentation or catalog
en made ofthese images, yethunters know
hasb
them implicitly and can impart a writtet
sage with one, orasmanyasthree, when need
The symbols appeer most-eommonly as
graffiti, usually as dicections, warnings or sig-
nals ro fellow hunters. Most hunters agres
they first use these images early on in theirself-
understandingand missions, in an effort tofind
‘others of their kind. However, the icons re-
‘main invaluable for identifying dangerous turf
and recognizing the hunting grounds of known.
‘monsters and the chosen,
hat
So far, the enemy does not seem to under-
stand or even perceive the significance of these
symbols. Nor do human pawns or authorities
But should the code ever be compromised,
hunters are sure to be made sorely vulnerable.
Hunter code is explained fully on p. 282.
Lexicon
Hunters know and understand very litle
about themselves, theie new world and their
role in it, about the reasons they are awoken
and empowered, or about the creatures they
ifying reality in
clearly exist, and here are shocking
face. And yet, here is at
which thy
powers that they can obviously bring to bear.
So, how to come to terms with these apparent
facts, when so many questions go unanswered?
Hunters ate forced to theorize about their ex-
to dispute, to guess. The
istence, to discu
result of such dialogue, at least among the im-
that try to give meaning to the vast unknown.
2S en eee en ee————
> Ad Wate Poy een OEE pee a
Pr
These names and labelshave been coinedon the clandestine
hunter-net e-mail list to facilitate communication, so that
otherhunterscan understand what isdiscussed—amonster,
‘power, oF the forces thar create hunters — when so many
different names or descriptors can be (ancl are) applied
Imbued who remain in isolation or who fail tolearn that
they are not alone do not know these terms; they probably
have theirown. Only introduction into any kind of fledgling
hunter society imparts this terminology, and various hunter
groups certainly use a variety of other words.
Avenger: A hunter perceived to advocate, above all
cls, the extermination of the supernatural (see creed).
baits A hunter who uses himself asa lure to provoke
confrontations with monsters
burden, the: Humanity; particularly people who would
rather preserve society'sevils than risk change for something
better.
bystander: A person present at an imbuing who per-
ceives the supernatural but lacks the will to act against it
Like hunters, these people recall seeing monsters thereafter,
but they lack edges or powers of their own,
creed: Rudimentary hunter groups theorize that the
imbued have certain philosophies and approaches to the
hhune that might be codified, each as a separate creed,
chosen, thes A term some hunters apply to themselves
in regard to the Heralds (see imbued).
Defender: A hunter who seems to strive to protect
certain people, places or things as much as he is driven t0
eliminate monsters (see ereed).
defenseless, the: Normal humans who have no idea of
the truth about the world or monsters. A similar, less
‘complimentary term is “the blind.”
‘edge: Often plural any of the fantastic and mysterious
powers ofthe imbued. Also called “the stuf” and “juice.”
gawker: Often plural; a normal person who witnesses
Ihunters edges or crearures’ supernatural effects in use, yet
snot comprehend them.
gone fishing: A label applied to hunters who abandon.
the city in hopes of finding peace in the wildemess or
countryside and away from monsters
Heralds: A name assigned to mysterious and presum-
ably plural beings believed to have empowered hunters
through the imbuing (see Messengers). In this ease, the
being or beings are usually considered the agent ofa greater
power, often God.
hunt, the: Hunter lfesyle in a nutshell che pursuit,
trailing, studying and, ultimately, confronting ofsupernatue
ral creatures and the unknown. Also calle
imbued, the: Hunters. People made to recognize the
world the way it really is, and the monsters that inhabit it.
Such people receive inscrutable powers, presumably with
which to oppose monsters.
Innocent: A member of a loose group of hunters be-
lieved to have an open-minded, unjaded approach to the
mission (see crced).
Judges A hunter believed to have a discerning sense for
how tocarryout the mission and toachieve the greatest good,
at least by his own standards (see reed)
lurker: A uncer who frequents the Internet and re-
searches the supernatural, butavoidsgettingdireetly involved
in the hunt. Also called a “wannabe” or “bystander” in a
derogatory manner.
Martyr: A hunter — part of a seemingly like-minded
‘group — who is willing to offer herself up in the name ofthe
ceause (see creed).
Messengers: A title assigned to forces believed to be
responsible for hunters imbuing. Hunters of various cultures
and backgrounds have different takes on who or what the
Messengersare, but they are widely heldas forces for good (or
at least not outright evil).
monster: A generality applied toall inhuman, unnatu-
talereaturesthatexistin the world and preyupon humanity
Numerous terms allude to the perceived varieties of mon-
sters: rots, invisibles, bloovisuckers, skinchangers, ghosts,
spirits, vampires, werewolves, zombies, the walking dead,
rman-beasts, witches, warlocks. Also collectively called "the
enemy,
Most Dangerous Game (MDG): The hunt itself Also,
the enemy; intelligent creatures capable of fighting back
with weapons oftheir own, as opposed to relatively defense-
less animals
puppet: A human pawn of the supernatural, whether
willing or unwitting. Also called “traitor.
pylon: A normal human at the scene of hunter of
monster activity when edges or supernatural effects are
displayed (see gawkers). Also applied to normal people
present at the moment of imbuing who do not recognize ot
respond to any monstrous presence. An uncomplimentary
term.
Redeemer: One of a loosely recognised type of hunter
who, for his own reasons, sccks out worth and value among
‘monsters rather than destroying them outright (see creed).
second sight: The ability to percei
least ones that attempt to hide or disguise themselves —
through force of will. Also called “the sight.”
soulless, the: Humans who venerate the supernatural of
support its cause through “questionable behavior” (c.g
nightelub goers, new agers, goths, gang members). A highly
subjective term applied according to the user's own moral
code and belief systems. Ironically, some hunters can be
“soulless” to other hunters.
Tobe affected or influenced by the Messen
gers (see imbued), whether referring to another hunter ora
bystander.
touche
oe PN sy
78
4
LYVisionary: A hunter who demonstrates a philosophical
attitude toward the hunt and assumes few preconceived
notions about the Heralds, monsters or the goals of the
chosen (see creed).
wacko: A hunter who pursues the mission to extremes,
whether through willingness to make profound sacrifices, t0
accept human losses, of to profess unfathomable motives in
the name of the hunt.
Word, the: Hunters’ implicit language
icons used to communicate simple encoded messages.
yokel
of supernatural folktales and legends conceming monsters,
often without having tested the validity of such beliefs.
HowroUse Tits Book
] This book sdivided into several chapers,each of which
is designed to explore and explain a specific area of the game.
Remember, though, that in a storytelling game the most
ABB sportane chapters yourimagination. Never ee anything
in this book be a substitute for your own creativity
Chapter 1: The Here and Now (The Hunter Condi-
tion) explores the existence of the imbued, what it's like to
leaen thatthe world is a lie and that monsters ae real
Ff Chapter 2: A Woeld of Darkness (Setting) isa hunter
accountofthe worldas it really is andthe dangers thatawait
‘everywhere, from your hometown to far-flung lands.
‘The Hunter's Creed (Character Types)
Chapter
i details the seven types of hunters who stalk the shadows and
JMB seek our che unknown,
Chapter 4: I Have Heard the Message (Creation &
Traits) provides rules for creating your hunter character,
A hunter who believes in and professes the wisdom
Boats cutis md ratings he has
Chapter 5: The Hunter's Edge (Powers) offers rules for
the freakish abilicies apparently granted by the Messengers.
Chapter 6: Laws of the Hunt (Rules) provides the
basic means of resolving characters various actions
Chapter 7: Tools of the Hunt (Systems) describes a
plethora of ways to simulate everything from gentle seduc-
tn to brutal combat.
Chapter 8: The Truth (Storytelling) tells Storytellers
how to build entertaining stories in which to involve the
characters
Chapter 9: The Enemy (Antagonists) offers some
insights and reveals the greater unknown about monsters
Iunters' foes
Finally, the Appendices provide addenda and some
nascent hunter societies that form... and collapse
Live-Revton
Most Hunter games take place around a tabletop, and
the players describe what their characters say and do. How
ever, games can also be conducted through live-action play.
an eer eee eo ee =
This exciting form of gaming bears similarities to improvisa-
tional theater, in thar playersactually dressas their characters
and act out their characters’ scenes as though they were
actors in a play. Thus, rather than saying, "My character
walks over tothe table and picks up the ancient document,”
you, the player, actually get up, walk over to a properly
decorated table and pick up the “ancient document” (prob-
ably a prop created by the Storyteller — for example, apiece
of parchment that’s been scorched around the edges and
“aged,” with a coating of flour “dust”).
A Storytellerstill guides the action and directs the plot;
the Storyteller describes special features ofthe se
sees challenges the characters undergo, and may interrupt
the action at any time,
Live-action roleplaying does not typically use dice;
alternate systems, such as those presented in White Wolf's
Mind's Eye Theatre line of products, take the place of
dice when determining the results of challenges. Most
situations are resolved simply through acting and the
Storyteller’s decisions.
Surcous
‘Some rules are necessary to ensure that live-action is
safe and enjoyable forall participanes and onlookers. Unlike
any other ules in this book, these rules must be followed
'* No Touching: Period. All combat and physical
ction must be handled through dice of other abstract
systems. Players must never strike, grappl
touch anyone during the game. It is the Storyteller’s re-
sponsibility eo call a time-out if one or more players get
overly cambunetious.
‘or otherwise
{0 Weapons: Props such as hats, period dress and
Weapons arent.
Period. No knives, no swords and nothing that even re-
motely resembles a firearm. Don’t even bring fake swords,
squirt guns, or foam-rubber weapons. If your character must
ry a “weapon,” take an index card and write “gun” or
“sword” ot whatever oni; during combat challenges, present
the card to the Storyteller, who adjudicates its use in play.
ccanes are great in a live-action game
* Play ina Designated Are:
played in the home or other predetermined spot. Don't in-
volve onlookers in the game, and make sure everyone in the
area, or anyone passing through the area, understands exactly
‘what you're doing. A gamecan look disturbing, even fighten-
ing, to people who aren't aware of what's going on. Don’t try
to shock or intimidate passersby; such behavior is not only
immatute, ic could lead to well-deserved prosecution,
*# Know When to Stop: Ifthe Storyteller calls fora time-
cout or other break in the action, stop immediately. The
Storyteller remains the final arbiter ofall events in the game
Likewise, when the game session ends, put away your cos-
‘ume and call ita night.
‘= Te’'s Only a Game: Live-action is for having fun. Ifa
rival wins, ifa character dies, fa plan goes awry, i's not the
ve-aetion is meant ro beare CY
end of the world. Sometimes, players like to get
together outside the game and talk about it —say, a
far. Remember, everyone’s doing this to
have fun!
The Bottom Line: Live-action can fi
cally not about
does itentail en
You are nora
cone in the game.
Source Maven.
There's a host of inspirational material
cout there that relates to Hunter. Some of it
portrays the actual pursuit and hunting of
creatures, mundane or supernatural, and re
veals the lengths to which predator and prey go
to survi pict World of
Darknes ens” in different ways, thus
capture some of that same
flavor in your character or game.
Recommended i
cludes: Dracula, by Bras
particularly for Van Hi
ature ine
still insightful monster
hunters from DC Comics;
the foremost monster hunter of his time); anything
with pulp-era characters such as the Shadow, DocSavage, the Avenger or the Spider (though campy, these
fellas battle their share of abominations).
Movies and TV. The list is endless, It includes pretty
much any horror flick that requires a weak, uninitiated
protagonist to contend with che unknown. Then again,
there are some pretty silly ones, with way-out-there heroes,
but they can still fie the bill. The Night Stalker; Lost Boys;
Fright Night: John Carpenter's Vampires: Blale Runner: Blades
Vampire Hunter D; Kinded: The Embraced (Eley, why not);
They Live; Night ofthe Living Dead (the first and no others);
In other White Wolf rulebooks, a developer's
statement usually comes at che very end, where he
explains all the trials and tribulations suffered co make
his vision a reality. We're changing that approach,
because we have something different to say
From its inception, Hunter: The Reckoning has
been created as a storytelling game about real people.
‘When we say “real people,” we don’t mean ex-Navy
Seals, hired assassins, one-time vampire ghouls, gov
cemmentagents, prowrestlers or jungle explorers. When
we say “real people,” we mean steelworkers, doctors,
parents, students, garbage collectors and brick layers.
you and me, and the ordinary people we know.
Hunter is not about superheroic exploits and
guns, guns, guns. Sure, it can be, but that’s not the
point. This game is about the horror of living a
mundane, everyday, blue-collar life and suddenly be-
Exit Dead] Army of Darkness; The Silence of the Lambs; The X-
Files; From Dusk Till Dawn; and let’s not forget Buffy the
Vampire Slayer in any incarnation. The Equalizer, although
not horror, regularly examined theemotional cost toitshero,
given his superior talent for killing bad people. For a great
portrayal of an everyman in the grip of an inexplicable
jbsession, see the original Close Encounters ofthe Thind Kind
(as opposed to the Special Edition).
And for ideas to keep your Hunter game as realistic,
humbling and harsh as possible, watch Deliverance.
ing confronted with a terrifying, wretched reality
Monsters exist. We are their playthings. Whereas Sgt
Rex Hazzard mighe bristle with firearms in response to
that truth, everyman John Smith must face the same
creatures with only his wits, his will and whatever
courage he can muster. Hazzard’s story is stupid and
boring. That guy isn't even like us; his life is two
dimensional. Smith's story, though, is plausible, trau-
matic and intriguing. We can identify with him and
play him realistically in a world gone utterly wrong,
So when you read this book and play this game,
please consider the kinds of characters and stories for
which it was created. Yeah, you can play an ex-Navy
Seal ass-kicker, but you'd be missing the point. Ask
yourself what it would be like to bea simple tempordock
worker, instead. Your Hunter stories will beall the more
entertaining for it
eS see weed et Ee » © es EEIo
Internet Browser: Hunter-Net - Home Page
«>
ackward Forward Redraw
eea°o 8 6 BF 2
I) Homepage History Prining Save Proferences
Valiuuietunilueaalet
Email Program
Subject [OurPurpose
Jo: hunter list@hunter-net.org 0 |
From: |cabbie22 MSE be MeSbes
Copied To:
Tepisses me off. Freedom's just another word for illusion. More wool for monsters to pull
over our eyes. I’m not saying people aren't to blame for beingstupid or lazy or terrible —when
weact that way, we enjoy it too much. That can’t he the monsters’ making too, can it? What
Thate is how we've never had a decent chance. I know plenty of good people — ones like
my father, who scraped his way from nothing to give mea chance. They try and try but never,
get as far as they could or should. | get pissed when I think about how monsters — these
things that play with people like they're toys — might be the reason good people get
nowhere. So while I'm ready to bust their fucking skulls in, I just want to keep them off the
backs of the _good_peopleheir oe x
— Ezekiel 38:7
Frowrrne Journ oF De. Cantzron YAW vk
Oerosn2, i999
A singular occurrence today, even by the peculiar stan-
dards of my investigations. I have had a diferent sore of
revelation, I suppose, though l hesitate to use such religiously
charged terminology
T was pursuing #11, my current subject. It drove to a
drugstore and I waited outs
to its vehicle. In the T has been frustratingly able 0
clude me when it perceived pursuit, and I was determined t0
stay as far back ftom it as I could. However, when I heard a
commotion inside the store, I approached cautiously.
confident that it would return
#11 nearly ran into me as it came out the door. Inside,
people were screaming, bur several were pursuing it. (I later
learned their names: Jared, “Leaf” and "Oaken.”)
Ie is important for me to capture my perceptions now,
while they're stl fresh in my mind. I saw #11, just as I have
previously seenit:asa walking compse, with sagging pallid skin,
and mealy rot in its eye sockets. What soon became apparent
was that, at last, I was not the only person making this
CHAPTER i:
THE HERE AND NOW
THE HUNTER CONDITION),
Be thow prepared, and prepare for ehyself,thow,
and all thy company that are assembled unto thee, and
be thow a guar unto them.
ponytalandadourexprssion. However athesametime, saw
the decaying lsh punctuated with rotted gaps thar appeared ro
re with only a minor exertion, There was no flickering, no
overlap — not like a double exposed photograph.
Confronting! insuch unplanned eireurmstancesmade
sme blurt out che question that had haunted me for so long
“What are you?”
11's reply was an unpoeti "Fuck you!” and an attempt
to claw my face with its hideous nails. I recoiled, drew my
pistol and fred
Then I saw the truly extraordinary thing. A slender
black man (Jated) who appeared to be holding a lange, red-
Fhot metal bar in both hands lunged through the doorway and
struck #11 fom behind, A plump woman ("Lea?’) and her
ruddy companion (*Oaken") followed him closely.
True to form,#11 barely acknowledged the bullet wound:
or the blow from the glowing bar. Then it made a strange,
almost flamboyant gesture. As it did so, a peculiar, sourceless
blackness seemed to flow around it like a fog of ink. Sur-
rounded by this shadow, ic raced toward its car. I fired at it
again and hit, as Jared shouted, “Where'd it go?”
“Don't you see it? The El Camino, that's is ear!”
The creature was trying to pull its keys from its pocket
Jared, slashing wildly with the bac, moved toward it.I drew a
Thecranebebire me resemble nahingso chasse
festa Vnrmally thelS a pléyorg wom wih
=
nan 70 ag ees te0 an 2 Saw past ye Mens
bbead when Oaken yelled, “Don't shoot!" and put his hand on.
smyarm. Atthe time, assumed he was worried about me hitting
Jared. #11 got itscardoor open and, seeing that, Jared struckat
it again — a glancing blow off the creatuce thar nonetheless
shattered the car's window. #11 gave Jareda tremendousshove
backward and slammed the door shut. [fred again and missed.
“What is that thing?” the woman demanded.
“Notime toexplain,” shouted, sprinting to my ownear
and continuing to fite at #11. I did not hit it.
Icouldhearsirensin the distances got to my ca. Iwas
fumbling the keys into the ignition when Iheard aknock on
ry window. Jared looked in at me with wide eyes.
“You know what that thing is” he shouted. I nodded.
“Then I'm coming with you," he declared. With only a
moment todecide, I hit the electric lock on my car. He leape
incothe backseat and we rolled fin pursuit, leavingLeaf and
Oaken behind. Unfortunately, #11 proved to be elusive yet
again. I drove by its residence but its ear was not to be found,
(Our trip gave Jared and myself an opportunity to make
our introductions, once we had calmed down somewhat
from the excitement of immediate danger, Jared informed
ime thar he’sa bartender, Not wanting to go into the tedious
truth, toldhim] wasa consultingphysician. We exchanged
phone numbers and then he asked me, point blank, “What
the fuck was that rotting thing?”
I explained that #11 appeared to conform in some ways
to the behaviors and abilities of a mythical “
“ghost.” Hewas quiet fora moment, then said thatifhe hadn't
seenit, he wouldnt have believed it. concurred completely.
smbie” or
Once there was no immediate peril, Jared seemed to
rethink his previous rash courage. He asked ifthe thing” was
going to come hack to itshouse. explained that itseemed to
have some attachment to the building andoften stayed there
covernighe when njuzed, added cha itdid not appear to need
sleep and told him of pursing it once for 72 hours uninter-
rupted (che time it drove to Indiana and killed those «wo
«eenagers). He asked how it had vanished in the parking lot
and how I had been able to see it.I said I didn’t know
T must confess that at thar point I was hoping {had met
another delver into the occult. I have long feared I was the
‘only one. I hypothesized that my pursuit of non-normal
creatures had allowed me to develop an iromunity to theit
peculiar abilities. If Jared was a similar researcher, that
‘would explain is immunity as well, but it was nat so.
His story was this He was in the drugstore to seta pack of
cigareces (he asked to smoke in my car and complained when
I sid no). Suklenly he heard a voice “like from nowhere”
saying. "Iedoes not live.” He looked and ealized that che man
behind him in the cashier line was a walking compse. Aprat-
«ently noone else i the store saw the thing, except for “those
two fat hippies." Everyone else fled when the “ight” broke out.
The woman, whowas behind #1 1,askedieifitwasall right
(opparentlythinkingit wasinjured). Irshoved heraway andthe
rman with her interposed himself between it and the woman.
Jared had seen enough. Since #11 had tured its back tohim co
assault the woman, Jared attempted to seize it. Irbroke his grip
and fled, running into me inthe doorway. asked himabout the
slowingmetalbor.Jaredhad noidea where tcamefrom. Heseid
fefele hot, but did not bur. It “just appeared.”
Jared was increasingly impatient: He did not want to get
cout of my car to smoke, but he seemed unwilling to wait
quietly. Eventually, he sugested going back ro the drugstore
‘Ac that point, Lwas quite happy co part company, sof agred.
The police were still at the drugstore taking statements,
Jared's eyes narrowed when he saw them. He sugested I drop
himatthecomer. When he sawthat intended to re-enter the
store, he said, “Just be cool. Act like you're just getting some
smokes of something.” In another mood I might have been
amused by him presuming to tell me how to evade unwanted
police attention. At that point I was just annoyed,
Tas inside the drugstore before Isa that the “two fat
hippies" were sill there. The woman was saying something
coanofficer about a badly injured man who became violent
when approached.” The man had buttonholed one of the
offcers and was quietly explaining that his wife had been
under a great deal of stain. I was tying co hear what was
going on, but at that point a policeman stepped in feont of
ime, rolled his eyes and asked, “Okay, so what's your story?
Violent robbery wth lots of gunshots but nobody hur, o the
walking dead and black dudes with flaming swords?”
T gave him a nonplused lok and said, “Actually, I just
came to get new TV Guide. My eat threw upon my old one.”
He laughed and shook his had. Looking past hi saw
the hippie man lookingrightatme. He nodded, and Inowded
subtly back.
Ducking into the magazine eile | looked around. See
ingnone, pulled bill fom my wallet and wrote my phone
number on i. I paid for the TV Guide and paused to tie my
shoe asthe police departed. The woman was stil trying t0
explain to them what she'd seen, and their attempts to
placate her were becoming increasingly brief and obviously
feigned. She followed them to the parking lot, her husband
trailing behind. Asthepolicedzove way, [approached them
and held out the bill
“1 think you dropped this,” I said
‘The woman gave me a hard look with squinced eyes.
‘The man’s glance was more open and steady, and he took
the money.
“'m Dr. Van Wyk," I said.
“'m Oaken,” he said. “This is Leaf.”
‘They left. drove past #11's home. Still no car. I waited
three hours, my mind preoccupied and perplexed. | have
reached only two tentative conclusions: Pethaps I now see the
world as may quarry does, and perhaps I am no longer alone.
SS en eee ee fo
COE
gy Ree EE oe get ee EEMy friends, we are part of the most evi,
criminal conspiracy in the history of mankind. We
are the few remaining tools of an evil regime, and
members of its broken leadership are using Us to
protect themselves and increase their power.
In 1950, the CIA started Project BLUEBIRD,
aresearch project to asses the use of drugs and
hypnosis for mind control. In 1952, BLUEBIRD
was replaced by ARTICHOKE, and in 1953 it
reached its final form as MK-ULTRA. By most
accounts, the CiA never “perfected” mind con-
trol — they just learned 8 great deal about
altering people's perceptions and memories.
In 1954, James Jesus Angleton became the
director of counterintelligence for the CIA. He
served in that position for 20 years, and for the
(great bulk of his tenure he believed that the CIA
had been severely compromised by the KGB,
Several Soviet defectors supported his suspi-
cions about a mole known only as “Sasha” — a
KGB agent who worked in the CIA —and who had
atleast as much authority as Angleton himself!
‘At the same time, the KGB was busy inves-
tigating incidents of extrasensory perception.
telekinesis and similar “psychic” abilties. Several
sources indicate that the USSR had the coopere-
tion of Red China —andthrough that cooperation,
‘access to the largest population base on planet
Earth. Even if psychic ability is rare in nature,
even if it only happens once in a million births,
then China had a potential of 2000 natural
psychics for this research to find,
Now, | didn't use to believe in mind reading
and telekinesis and all that jazz, but then again.
Td never seen a walking “corpse” either. The
literature on psychic abilties is full of things that,
sound familiar to us, though: setting things on.
fire or destroying them without touching them:
changing another person's behavior simply
through an effort of wil, getting glimpses of the
future, or the past, or distant places.
Seeing what we've seen, is it so hard to
believe we're psychic? | don't think so. What is
hard to believe is that a number of psychics
would all simultaneously have their abilities kick
in — and only in the presence of some kind of
“monster.” That staggers all probability.
THe TRUTH ABOUT “THE IMBUED”
What's more likely is that we were all
pushed to be psychic — maybe with drugs, or
training or surgery — and probably as children
or young adults. After all, the oldest. known
imbued person is, what, SO or 60? Meaning
theyd have been 10 years old when these
projects were just getting started. A mind still
‘young and malleable, waitingto be improved —
and indoctrinated
For that, | believe, is what happened to us.
We were made psychic, and we were brain-
washed to ignore our powers. Released into
“normal” society, we were a legion of sleeper
agents, waiting for the proper commands to
starcusing our abilties on behalf of our masters.
The problem {from their point of view] was:
how to ensure loyalty and obedience? Even
MK-ULTRA never completely succeeded. They
never broke free will. They could confound our
perceptions and make us see whatever they
wanted, but they couldn't control our choices.
But really, it's not much of a challenge to
manipulate someone if you can control what
they see. Want your psychic sleeper soldier to
carry out a “hit” on @ prominent businessman
with CIA ties? Simple: Just.change perception.
Just make the businessman look like a mon-
ster. Your psychic soldier, overcome with
revulsion and fear, lashes out, — and even if
he's killed or captured, there's no trail that:
leads back to his real masters.
Now that the USSR has collapsed, you've
no doubt heard people fretting about nuclear
weapons falling into the hands of terrorist
nations. But imagine you're Wan of the KGB,
and you've got the control codes for a cadre of
American sleeper agents — citizens of the
USA, unaware of their true nature, and armed
with’ terrible psychic powers. What are you
going to do with them? Sell thern to the highest.
bidder? Get revenge on the nation that, de-
stroyed your "Communist, Utopia"? Use them
to protect and enrich yourself? The mind
boggles — but this, my friends, is the truth
behind the “Messengers” and the "creatures'
we're supposed to hunt.Pp Pee geet et Mis
evonen7, 1999
Ihave not had time to write —barely time to think
i but now my convalescence forces me to rest and gives me
opportunity for introspection,
Mecting Jared and the other two has simultaneously
reassured and troubled me. was never disposed previously t0
theexplanacion chat had gone mad. Ironically, only now do
Ind myself considering the possibilty chat 'am caughe up
in some mass hysteria
Ultimately, however [feel as [always have, that my
senses ae to he trusted. In the few brief days since the
drugstore encounter, I have spotted ewo more extranorial
subjects — humman-shaped beings that do not seem to be
visible or tangible to ordinary people. Uhave started note-
books #12 and #13 accordinely
Pethaps more important, Jared contacted me. Initially
he suspected that hissantyhad led (certainly a resonable
suspicion), and he called me to reasure himself that what
hhe'd seen had occurred. I described for him the events atthe
drugstore after we'd parted — including the policeman’
«questioning me — to ssa him that t had. He told me that
Since then, he'd lt jumpy, restless —andhaeasured me that
‘hile he was usually“chill he constantly oundhis thoughts
{eturning to subject #1 and its house. He suggested that we
take a look
Looking back, I find this curious. To be frank, Jared
seruck me a the las ype who would get involved in some
kind of crusade for knowledge of “the good of humanity.”
He’ your standard, unmotivated, apathetic, wooly-think-
ing drudge, Admittedly, seeing #11 in all ts roted splendor
7 could tend ro shake 2 man out of his rut, but a mote
“reasonable” explanation ~~ error, hoax, drug flashback,
HOF eesee cone would rely oll ee creat
someone whohasa stake in hing being the way they appear.
Yer jared doesn't cower ack into delusion. He has chosen
W the uply truth over the comforting lie. Perhaps there's more
fi tohimthan there appears
curiosity and drive!
[picked Jared up aris home —an unkempt apartment
complex frequently mentioned in the newspaper's crime
Calendar. It wosnt far fom #11's lit. When we arrived, we
fawell'syehicle in the earpore. Jared immediately unlocked
hisdoorandstartedto get out. twas only then that smelled
whiskey om his breath
“Whatare you doing” asked. He turned tome, Heyes
swore wide and bright." going to kick some as," he sad,
his voice thick but distinct. I rold him not toe folish
that we must approach carefully, He smirked and when be
Spoke again his voice was slured — whether from drink or
ifom habitual bad diction, I couldn't rel
“Allright, here's what we do: 'l go ring the bel, then
I runaround these of the house. You stay way back here and
bucifnot, where did he gain this
watch the door through your fuckin’ binoculars. Then I'l
come back here and check with you. Ifthe thin
ccan sneak in and jump it fit ain't, we can sn
for i.”
“Jared, I've w:
‘sthere, we
akin and wait
ced it for some time. What makes you
think we can survive a direct confrontation?”
POEL
“Shit, if you can survive, I fuckin’ can, and if both of us
do, that means we can. Besides, you heard that cop. P'm the
nigger with the flaming sword.”
He did not wait to hear my arguments, but set offfor the
door. I resigned myself to doing as he asked. As it happened,
rho one answered the door by the time he came back — he
must have circled the block. I didn’t see him because I was
watching for #11
“The locks are new, but there's a broken screen in back.
We can get in.”
T pointed out that ift was on foot, iewas likely co return
soon. With perfect pretzel logic, Jared decided that was all
the more reason to move quickly. Unwilling to let this
e #11 alone, I was unwillingly drawn into the
‘With a skill and confidence that might have disturbed
re in other circumstances, Jared got us into the house. He
staked out the front door while I watched the back, pistol in
hand. At Jared's suggestion, [had also armed myself with a
plank as @ makeshift club.
Such timber scraps were scattered about the yard. The
house looked practically abandoned. Thad hoped toexamine
the ereature’s domain at length, but not to the extent that |
was willing to endanger our ambush.
Thad thought I was well hidden in the shadows ofthe
hallway, carefully aiming at the back coor, but #11 spotted
me somehow, even through the back door'sdingy window. It
immediately ducked its head and bolted toward the side of
the house. shouted a warning to Jared, who ran toward me.
T motioned him back, but he didn't know how fast #11 could
move. There wasa crash as it leapt through the window and
seized him. Jared was on the floor, his brown face darkening
as 11's fingers closed around his neck. I stepped up and put
my gun to#11's head, bt its hand swept up with such speed
and violence that the gun flew from my broken fingers.
screamed, but to strike me, the creature had necessarily
released Jared. The glowing brand appeared in his hands —
and though I was there ths time, | eannot clearly narrate its
formation. He drove it into #11’ belly.
Theereature leapt back, tsshirtsmoldering from thehe
of Jared’s mysterious weapon — but for all that, apparently
unfazed by its injuries. Jared swungatit fiercely. Itdodged with
pretematural speed, following up with asavage blow to Jared's
jaw. He dropped, stunned, but by then I had seized my pistol
and fired at the creature as best | could left-handed. I do not
know if I stuck i or not. I closed in on me, its hands baled
into double fst, and with one blow knocked me off my feet.
[vividly cecal a distinee pop as my mandible separated from
my temporal bone
“Who are you? Why are you tormenting me” #11
demanded (a question which, in retrospect, strikes me as
extremely ironic given our respective positions at the time)
1 just smiled, because I could see Jared stumbling to his feet
behind thecretre. Tocoverche sounds fared sapprosch,
laughed. That, I started laughing, but ended screat
aS EO SR ah es
~
teeny ieee en hh
Fitna ou up etl cosas Man ene
eS en ey 2 ew i: ar =eCat a tat)
creature — nearly in half, like he was splicting log. #11 fell
——————~
. “Fuck you itch!” was Jared's battle cry as he cut the
“Shit man, how you doing that?”
I didn’t immediately know whathe
AYP since then Ihave observed the
ccuts on my fingers where the trigger guard he
wore closing visibly. Bruises on my face were fading even as
he watched
Somehow he managed to drive back to my residence,
th
1 o ily
Jac initia z gh mu
sensation ia his arms as he deale the final blow.
‘guess what that portend.
(Later.)
a initial impressions. What stands
estion 10 me. It seems that not
behold understand the
ppening to me. Have I become a ¥
mark }
wad bes Eby
tial ations Lasse Uh '
fn dhe chroat, I explained cautiously how Ly
my own say that the thing was simply wrong. That much was
already evident tome. Then | ventured how I saw more ofthe
"rouch therap
independentcreatures and started my surveillance, but had not met others
with the same experiences till now. They were suitably im-
pressed and wished to know more
‘They told me they had “seen a vision” of a dark, batlike
figure killing someone in analley close to their home. When
they went co the alley they actualy arrived before the event,
which played out much like their vision — save that, with
them present, the arrack was aborted before it had properly
begun. I asked if they had pursued or apprehended the
creature, and they answered in the negative
Curiouser and curiouser. If I thought Jared was an.
unlikely eandidate fr “delver into concealed truths,” was
only because | hadn't enjoyed a long conversation with this
pai. Jared i, at least, practical. Before our drugstore inci-
dent, I suspect he gave little thought to a larger world of
metaphysics. Leaf and Oaken, by contrast, have put a great
deal of effort into persuading themselves that a great groan-
ing load of new-age sewage is true (or potentially true).
While this gives them a framework from which to address
what they sa, 1 fea itis one that will almost certainly lead
them to incorrect, sentimental and highly subjective concla-
SSO 6 8 2 A 2
Tat ora/hone/ohae Beal
t ; Pra . Ey ¥
De Maliuniee ty iI toda Lae
Email Program
Re: Subscriptions
hunter.list@hunter-net.org e
violing9 Sie weBbes
Copied To:
Please remove my name from thismailinglistPr
—Bxodus 32:10
barroducrion
by Dictatrixt1
(Over the past several months, there has been a call on
hhunter-net to establish a collection of material to wid novice
huntersin theircalling. Inparticulag, newcomershave requested
material on the truth of the shadows, and on the habits and
influences of the creatures at large around us. BuilderS0 and 1
have volunteered to compile what we know, a combination of
{instruction and guidance fornewhuncers. Both ofusfeel wehave
the experienceand foundation tomake such adocument worth-
while. It is a combined effort, with a shared voice.
(Our acceptance of this responsibility has not been wel-
ccomed by all members of hunter-net. The community is
rather divided, and some take extremely divergent stands on.
the nature of the hunter condition. Yer the internet is built
‘on the prineiple of a marketplace of ideas, so Builder50 and
Ihave decided to proceed with our work despite objections.
Others have claimed that they too prepare their own re
sources. Excellent. Doing so frees their voices of committee
demands, and from the oppression of outside influences.
‘This file contains a reat deal of opinion and conjecture.
Litele here is irrefutable, and if any is, it could change tomor-
row. This isa reference, not a bible. BuilderS0 and I do not
agrce on several issues, and you may noc agree wich either of us
What we can say honestly is that we are both experienced at
the calling, and neither ofusisasfoolish asour email detractors,
a
"CHAPTER 2:
A Wo OF DARKKESS
, _ (SETTING)
_ i
Now therefore etme alone, that my wrath may
twas horagains them, ad that Ima
and Twill make of thee a reat nation
onsume them:
would have you believe, Take what youean from our work and
apply it to your own experience. If you ean improve upon or
revise this document substantially, do so, but maintain a
history of revisions intact. In the future, people might locate
mukiple, difering revisions of this document. Please try to
maintain each version's intellectual origins.
Pare i: Wherry stincour Vise
If you are reading this, ou have made the same error |
have, the worst of your life. Hunting isa foolish thing to do.
Only fools do it. Turn your back now and return to your
former lie
If you remain, pethaps what you are about to read will
change your mind. Ifnot, perhaps it will each you enough to
accomplish some good before you fall. From what 1 have
witnessed, most who answer our calling make crucial erorsand
dle quickly. And yet, not everyone does. [have pursed this
mission for cme time, and am still here. I write this article in
hhopesthat some of you will survivess well Please pay attention,
My originsare unimportant. [am well educated, began
investigating our subjects our of sympathy rather than repul:
sion, and sutficient people consider me leaned to endorse
ry contributions to this project. That sad, please take care
with the information herein. Youtlifehastaken adeadly new
direction. IFyou reveal or abuse what you lea here, you put
yourself and all of our kind at risk.
ee Nee
|
|aA 2 ee pet gs Bees
‘There are some basic things that you must understand,
Do not mislead yourself, Monsters do run the world. They
always have. Perhaps the
‘and most important lesson,
If you ate determined to confront the unknown, you
forfeit your life. Many of us die. Your furure may be brief and
grim. Rather than dwell on that, accept it and attempt t0
accomplish all you can in the time you have left. Concen-
always will. That's the firs, last
at you must learn.
trate on the secrets you can learn and on the unforgivable
snow that creatures
things that you can dispense with while youstill breathe. Ie’
You undoubtedly k sn kill you, or do
‘even worse things. Ifthey were small and weak and metaphors
| must share that knowledge. More importantly, it is likely
that this website will have a short life span. It may have been.
document, so | will try to speak plainly. I choose not to
compromise myself or my allies by remaining in contact.
t better to remain positive in the face of even the worst fate
for human failings, they would never show their faces. But
theyare nor small or weak, Theyare large and strongand hoki
the night ina steel grip. Its quite possible that you will face
; a monster directly atsome time, likely asa result of a mistake.
Perhaps you will ive, perhaps not. I've seen a corpse crush a
man’s skull If you must be in the clutches of a determined
enemy, let it be in the service of others — people whom you
can save or fellow imbued whom you can preserve
Bat the fact that monsters are physically powerful is
actually inconsequential. My purpose is not to teach you how
| to fight. The reason [ write is to share the results of research
conducted by myself and my asociates. We have delved into
PUMPED fe eurhs of the world, ceented by monsters while we sept.
Unlikeinformationon surveillance orassasination — which,
sadly, is widely available — this instruction may not exist,
"1 anywhere else. lam an authority on the truth if maysay,and
invade already. Thus, iti unlikely tha I will update this
To stat, I must dispel your illusions. Put aside notions
W]__ thar you are some kind of protagonist, the character of a
novel or film. This isnot an American movie. Its rue that
we have been given special powers, but there is no evidence
thar the imbued are immortal or protected from the laws of
nature. Indeed, we die all to0 easly
Hiscory is filled with geniuses, brilliant generals, great
leadersand magnificent athletes. They are ll dead now. I've
seen other imbued die. Many of you have. In my life in
another country, before L was granted my powers, saw many
heroes die protecting spouses, children and homes. Their
cfforts were noble, but absolutely fruitless. only hope to be
so noble in my eventual failure.
We are humans. We do not dress up i brightly colored
costumes, fight the supernacural, and emerge unsca
This is nor children’s entertainment. We are simply people,
stronger than we used to be and with special powers, but
people nevertheless.
Consider that truth. A term 've heard for huntingisthe
“Most Dangerous Game.” That is lesson in and of itself. In
thatstory, the prey cuens upon the hunter. Do not expect the
story co be differen simply because you are the hunter. You
hed.
will die or be injured horribly in the course of your mission
Pethaps you will be enslaved by them, of will live your
remaining days imprisoned or asa patient” in a psychiatric
,_ ey ee ge fas:
ward. Your family and loved ones could be killed, raped,
toreuted or subjected to unjust confinement. Your belong
ings couldbe confiscatedby the governmenton false charges
Understand:
This will happen to you. Iecannot be escaped.
The single greatest failing of the human mind is that we
cannot believe that we will be the vietim. Everything hap
pens to the “other person.” Whether you accept it or not all
Of us are the other person. No one is untouchable, except
pethaps some of the creatures we face. Ifyou are careful and
intelligent, you might survive a long time. But sooner or
later, you wll be hurt or killed. Ifyou cannot cope with that
knostledge, abandon this cause now.
The second misapprehension to correct is that the
beings who have changed us are beyond reproach. If they
could be trusted completely they would not have invested us
with such powers and tumed us free with such baffling
instruction. The enemy of our enemy is not necessarily our
ally. Ourcreators may simply wield us ike a weapon —a gun
ly from a distance
T would not be surprised to len thatthe Messengers were
monsters themselves or the ereation of yet another faction
thae we have not yet encountered. Yes, our pursuit of the hunt
canbe rewardingforits own sake — in the good we accomplish
—but rewards leeting, Even if we rescued all those creatures
who would be saved and destroyed the rest, what would our
rewrole become! Are we truly thatdifferent from those whom
wweface? Ihave noanswers, other than toadvise you to cherish
thepeople you know and touse what resources areavailabe to
you today. They may nos exist tomorrow
The third lesson to learn is that we cannot expose people
at large to the truth, We will not defeat the enemy and ride
ino the sunset. There isno indication that monstersare nev.
Indeed, we appear tobe, while thecreatureshave alwaysbeen
here.
Consider that, before you leamed about monsters, the
‘ordinary world you lived in was itself a fabric of lies. Drugs,
homosexuality, religious extremism, onganized crime, sexual
assault, domestic violence — conditions that westem society
abhors — all existed, You may have even known people
javolved in such activities or who belonged to such taboo
sroups. Yet society asa whole overlooked or dismissed these
conditions and people. Why? Because humanity prefers ap
pearance to reality. We favor form over function. People
overlook or ignore unpleasaneness if it conflicts with the
worlds wecteatefor ourselves. Attempe todebate polities with
a person who considers herself part of an ideological move-
ment, When you point out the laws of her belief system, she
either ignores them or becomes defensive rather than admits
to errors in judgment. Now attempt to cell the same person
that her reality asa whole is ie, and that monsters exist
Ordinary people cannot accept reality as we know it
because they cannot conceive of it, and have never been
allowed to. Every systematic ideology in the work serves the
secret agenda of the creatures. They watch us constantly
‘Whenever a group of people pulls together for a common
purpose, one of chem almost certainly receives orders from a
creature, or is actually a monster in disguise.
aera aL Sy
og RD SS wee Se aot BS 5 Oo es WEVV
|
|
In politics, for example, the first governments all served.
gods through priestly hierarchies. Is ir difficult to suppose
‘what those “gods” cruly were! Imperialism was predicated on
silencing the people while the authorities assumed control.
Feudalism seemed to place the authorities on a level ap-
proaching the commoner’s, but that proximity simply made
iteasier for the predators to herd theit cattle. Anyone whois
nostalgic fora strong leader is a cow longing for the comfort
of the slaughter yard
Now capitalism rules the world. I too is nothing but an
efficient system by which the monsters ule us. In the United
‘States, perhaps 95% of the wealth is conttolled by 5% of the
population. Is this equitable? Is this freedom? I say not. [eis
simply @ way for modern predators to hide among theit prey,
possessing all the goods and food and demanding work in
return. Feudalism was no different. We can only hope that
there are some humans among the controlling minority
We imbued are not immune to infiltration or monsters’
wiles, either. The rifts that weack hunter-net and its network
of trust are just what you could fear most. We organize and
they infiltrate. They always do. Here, we are their prey,
despite what we can do. Ifwe were just fighting the risen dead
— the thoughtless ones — our cause would be clear. But they
mislead us with false information, and perhaps even pose as
us, turning us against each other. And, of course, they have
prepared the world with convenient lies, so we fight againet
them, their willing servants, theie legions of pawns, and
humanity's collective thought itself.
‘And yet, our prison is not such because monsters have
placed every brick. Humanity has allowed it to happen. As
we are individuals, we are a group. Our societies are so
preoccupied with appearances that we overlook substance,
‘We would ratherblames woman for her own sexual violation
than admit that others act in a brutal and inhuman fashion,
With its head in the sand, human culture will never open its
eyes and witness inhuman oppression. If you think you can
wake the giant, you are living in ts fairy tale. We will not tear
away the veil. Simply because we have been made tosee does
not mean the rest are exger to follow
Ifyou wanted to spread yourmessage,how would you The
creatures that rule from the shadows control the media,
Reporting to newspapersor television stations means sticking
your head in the noose, They wait for you. !am surprised that
the person who waskilled in Chicago survive long enough to
appear on television, Perhaps the ereatures thee allowed im,
to play his hand in some plot of thet own? New media and
technologies te not necessarily ouranswer, ether. The oppo-
sition is well educated, oo. Thee is every reason to believe
that some very sophisticated spiders craw! the web, searching
for keywords related to the world ofthe unseen.
‘And if your sermon is heard, what happens then? Many
proselytizers, from religious fanaties to militant forces to
political parties, shout theie causes. Here in the United
States, there are other groups, such as alien believers and
conspiracy theorists. You know the ruth” and can save the
lives of millions, utsocan everyone who secks to perpetuate
his agenda.
The common people are deafened by those who shout
their particular versions of the truth. Indeed, supernatural
eS OE ay Ngee ate Se
forces and their underlings may pay much closer attention to
the clamor than does the general public. The only good that
is likely to come from speaking publicly is luring out those
who listen too attentively. Pechaps you can dispose of them
before they dispose of you. Not the wisest of strategies, but
better than some.
{
i
B Aaguat 0)
Najok Knot
os
i Daas Pan Pale Z
| ae deny dat hockey bad seraryone alae Base ie
Jif sy Io te nto isa ao he mc in ta
| seillag bt od Lido sl th Bis nach 3
en aeciled Mhane a «hig py engay My
UI pts sg ne hte ge Bad pas
| dat dil nes be elas Be poten
[I sigge inetheyaneremtalenled Perego n
| Aah mst a a
|] Ashe pert eraeyone shee armel ab
T]he an nal ae cnet he ny witha be
|i eta lhe hd yes He ins ane he oth ue
Another common misconception of he newly imbued
is that monsters act alone. They do not. In fact, they
surround themselves with institutions and build posser. One
of our counterparts may found a cult, an onguntzation oF &
business. The creature then presents itself asa human being
and eams the trust necessary to take what it wants from
recruits, whether it be wealth, blood or souls. People in
general are community beings. We subst to the authorities
that wake the correct verbal and physical gestures. Careful
observers ofourspeciescan exploit those weaknesses. Maybe
their predecessorsinstuctedourstodoso. Regarles, rather
than existing independent of one another, our opponents
use human expectations to hide all the worst evils,
“The most ambitious predators shape our very civilizations
to their purposes. There is evidence to suggest that govern-
ments across the world are play! by supernatural fores. The
magnitude of such a concepe i stunning. Could the fuiity of
ourfuturebeany morecleatIFweare tosive the word, wemust
ddo more than merely undermine the ancient and powerful
tmonstershiclen within our societies culeuresand civilisations.aA 2 ee pat gs Bees
‘We must exact such dramatic and tremendous change that the
very structure of human society is altered. We must create a
world thar can survive without the figurcheads at the top ofthe
order. And we must do o now. For our children. For ourselves.
If we do not begin the fight, the shore time we have toplan may
be forfeit, and we shall al remain enslaved,
Here isa simple caution to consider: Ifyou ever consider
a socal cause too important or too valuable tobe subjected to
honest but harsh criticism, you have let yourself beeome the
instrument of evil. Only by constant examination can we
locate the source of dcasand actions. The moment youaccept
anything as unquestionable, you create a lai for something
that we should hunt. That is true of every cause: religious
libery, freedom of speech, national security, the environ
ment, human rights, gender rights. In a world full of horrors
determined to destroy us, everything we are can be tumed
against us. Only in questioning and investigating are we safe.
Inhuman menaces don't simply hide among people you
dislike or conderon. They hide among s, whatever the “we”
is to which you belong. Slogans do che devils! work
‘Thus, the notion of a
lone monster strug-
pling with its own
prevalent and so
Seeply rooted in us
that it must be the
resule of centuries of
diligent work by crea
tures, Builderclaborates
by explaining that in al-
mostall stories involving
the supernatural, crea-
tures are portrayed as
individuals. The mon-
sters are symbols of
anxiety for chal-
lengesto the social
order. The
vampire
Dracula is
said to have
challenged
Victorian
sexual ta
boos. The
“Big Bug!
films of the
1950s. re-
flected the
fears of the
Nuclear
Age, of sel
‘encewithout
control
Bui
states, “In the
end ofsuch stores,
the challenge isappar-
entlydefeated,crnot. The
Pra TaN
forces of light vanquish the menace, or the symbolic society
collapses beneath the power of he threat. Ourentie perception
‘of supernatural creatures is shaped by this tory-pattern. From
the Minotaur and Grendel to Dracula and Hannibal Lecter, we
are taught to think of monsters as unique, discreet elements,
singular threats against the natural or social order, things to be
‘overcome through the action of the guardians of that estab-
lished order.
“This view could not possibly be any more incorrect.
‘There is plenty of evidence that there are a lot of rors, and
that they have an organized sociery. A limited “hive-mind”
isa possibility. I'm even willing to concede that the inter-rot
conflicts we've observed could be faked by a true hive-mind
to mislead us, There are also other things out there beyond
rots and their puppets, chings that we have no reason to
believe to be related to the walking dead, and they all seem
to work together, too,
“Whatever animosities may exist among the enemy,
there is an organized and highly effective conspiracy by
almost every recognizable supernatural organization to dis-
tort, conceal and destroy information
ahoutthe worldof the unseen. Crea
‘ures of the night mobilize quickly
to neutralize threats to their com-
munity. While I have no idea if
the various communities share in.
formation, there is abundant
evidence of incidental coopera-
5 tion. Forexample, rots will move
Heaven and Earth to destroy
evidence of skinchanger
skinchanger pursues
fan agressive cam:
even if a
EP at Ee,
paign against the
walking dead.
Likewise, the
agents” that
some imbued
report en
countering
con destroying
evidence of
thesupernatu-
ral threat
rather than
neutralizing
the threat
itself.
“Theworld
of the unseen is
not made up of
monsters from a
vampire flick
There are lone
wolves, bur the
averagestalkerof